BASIC CONDITIONS
Each basic condition describes a single game modifier.They are the “building blocks” of conditions, much as effectsare the basic building blocks of powers. Indeed,many power effects reference these basic conditions inthe descriptions of what they do. See the Powers chapterfor details.
• Compelled: A compelled character is directed by anoutside force, but struggling against it; the characteris limited to free actions and a single standard actionper turn, with both types of action being chosen byanother, controlling character. As usual, this standardaction can be traded for a move action. Controlledsupersedes compelled.
• Controlled: A controlled character has no free will;the character’s actions each turn are dictated by another, controlling, character.
• Dazed: A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.
• Debilitated: The character has one or more abilities lowered below –5. (See Debilitated Abilities in the Abilities chapter.)
• Defenseless: A defenseless character has active defense bonuses of 0. Attackers can make attacks on defenseless opponents as routine checks (see Routine Checks). If the attacker chooses to forgo the routine check and make a normal attack check, any hit is treated as a critical hit (see Critical Hits, page 188). Defenseless characters are often prone, providing opponents with an additional bonus to attack checks (see Prone, later in this section).
• Disabled: A disabled character is at a –5 circumstance penalty on checks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Disabled, Fighting Disabled, Perception Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled.
• Fatigued: Fatigued characters are hindered. Characters recover from a fatigued condition after an hour of rest.
• Hindered: A hindered character moves at half normal speed (–1 speed rank). Immobile supersedes hindered.
• Immobile: Immobile characters have no movement speed and cannot move from the spot they occupy, although they are still capable of taking actions unless prohibited by another condition.
• Impaired: An impaired character is at a –2 circumstance penalty on checks. If the impairment applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Fighting Impaired, Perception Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired.
• Normal: The character is unharmed and unaffected by other conditions, acting normally.
• Stunned: Stunned characters cannot take any actions, including free actions
• Transformed: Transformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The primary limit on the transformed condition is the character’s power point total cannot increase, although it can effectively decrease for the duration of the transformation, such as when a powerful superhero is turned
into an otherwise powerless mouse or frog (obviously based on considerably fewer power points).
• Unaware: The character is completely unaware of his surroundings, unable to make interaction or Perception checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.
• Vulnerable: Vulnerable characters are limited in their ability to defend themselves, halving their active defenses (round up the final value). Defenseless supersedes vulnerable.
• Weakened: The character has temporarily lost power points in a trait. See the Weaken effect in the Powers chapter for more. Debilitated supersedes weakened.
COMBINED CONDITIONS
Combined conditions are sets of basic conditions tied to a common descriptor. They’re essentially a kind of “short-hand” for talking about a group of basic conditions that go together in a particular circumstance, much like a power is a collection of basic effects. The individual conditions making up a combined condition can be resolved individually. For example, if an effect that removes the dazed condition is used on a staggered character (who is dazed and hindered), then the character is no longer dazed, only hindered. Similarly, if an effect imposes a condition that supersedes part of the combined condition, only that part changes. So an effect that stuns a staggered character means the character is now stunned (superseding dazed) and hindered. Similarly, an effect that immobilizes a staggered character leaves the target dazed and immobile (superseding the hindered element of the combined condition).
• Asleep: While asleep, a character is defenseless, stunned, and unaware. A hearing Perception check with three or more degrees of success wakes the character and removes all these conditions, as does any sudden movement (such as shaking the sleeping character) or any effect allowing a resistance check.
• Blind: The character cannot see. Everything effectively has full visual concealment from him. He is hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where vision is a factor.
• Bound: A bound character is defenseless, immobile, and impaired.
• Deaf: The character cannot hear, giving everything total auditory concealment from him. This may allow for surprise attacks on the unaware character (see Surprise Attack in the Action & Adventure chapter). Interaction with other characters is limited to sign-language and lip-reading (see Interaction Skills in Chapter 3).
• Dying: A dying character is incapacitated (defenseless, stunned, and unaware) and near death. When the character gains this condition, immediately make a Fortitude check (DC 15). If the check succeeds, nothing happens. With two degrees of success, the character stabilizes, removing this condition. If the check fails, the character remains dying. Three or more total degrees of failure mean the character dies: so three failed Fortitude checks or one or two checks adding up to three degrees. Dying characters make a Fortitude check each round until they either die or stabilize. Another character can stabilize a dying character with a successful Treatment check (DC 15) or use of a Healing effect (see the Powers chapter).
• Entranced: An entranced character is stunned, taking no actions other than paying attention to the entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a character free of the condition with an interaction skill check (DC 10 + effect rank).
• Exhausted: Exhausted characters are near collapse. They are impaired and hindered. Characters recover from an exhausted condition after an hour of rest in comfortable surroundings.
• Incapacitated: An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing.
• Paralyzed: A paralyzed character is defenseless, immobile, and physically stunned, frozen in place and unable to move, but still aware and able to take purely mental actions, involving no physical movement whatsoever.
• Prone: A prone character is lying on the ground, receiving a –5 circumstance penalty on close attack checks. Opponents receive a +5 circumstance bonus to close attack checks but a –5 penalty to ranged attack checks (effectively giving the prone character total cover against ranged attacks). Prone characters are hindered. Standing up from a prone position is a move action.
• Restrained: A restrained character is hindered and vulnerable. If the restraints are anchored to an immobile object, the character is immobile rather than hindered. If restrained by another character, the restrained character is immobile but may be moved by the restraining character.
• Staggered: A staggered character is dazed and hindered.
• Surprised: A surprised character is stunned and vulnerable, caught off-guard and therefore unable to act, and less able to avoid attacks.
Esfuerzo Extra
Los heroes a veces se ven obligados a forzarse más allá de los limites. Los héroes pueden usar el Esfuerzo Extra.
Se trata de una acción libre que se puede realizar una vez por asalto para ganar una de las siguientes bonificaciones.
Coste
Al inicio de del asalto inmediatamente siguiente al uso del Esfuerzo Extra la fatiga del personaje aumenta en un eslabón. De fresco a fatigado, de fatigado a exhausto y de exhausta a inconsciente. El uso de un Punto de Héroe evita la adquisición de la fatiga.
Puntos de Héroe
A lo largo de la partida, cuando el Master ponga en juego las complicaciones del personaje o por actos heroicos de este o por derrotas el Máster irá otorgando puntos de héroe de forma individual a cada uno de los personajes que pueden cambiar el resultado de cualquier encuentro.
Los puntos de héroe se realizan como acción inmediata, es decir en cualquier momento aunque no sea el turno del personaje para obtener las siguientes bonificaciones.
REPUTACION
This system models how well known a character is and how that reputation affects interaction with others. A good reputation can be a useful advantage, but a bad one can be a troublesome hindrance.
Reputation affects non-combat interaction checks between characters by providing a modifier. A positive reputation makes others more likely to favor and help the character, while a negative reputation makes the character’s social entreaties less effective.
Fame or Infamy
Reputation rank represents a character’s notoriety. Those with a Reputation 4 or higher can be considered well known within their professional and social circle. Whether the character is famous or infamous depends on the point of view of the person recognizing the character. Reputation and Secret Identities Characters with secret identities effectively have two separate reputation ranks: one for their costumed identity and another for their secret identity. The character should use whichever value is appropriate. One reason many supers maintain secret identities is to leave their Reputation (and the recognition that comes with it) behind for a while to live a “normal” life.
Reputation Checks
Most of the time, the character doesn’t decide to use reputation. The GM decides when your reputation is relevantto the scene or encounter. When it becomes relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion by your character’s notoriety.
A reputation check is calculated as follows: d20 + reputation rank + the NPC’s Int modifier.
The GM may substitute an Expertise skill bonus for the Int modifier if your activities, and therefore reputation, apply to a particular field. Non-intelligent characters do not make checks to recognize someone’s reputation, nor do characters unable to interact. The standard DC for a reputation check is 20. If the NPC succeeds on the check, he or she recognizes the character.
That recognition grants a bonus or penalty on subsequentinteraction skill checks based on the NPC’s reaction. A character with Reputation 19 or more is instantly recognizable and known to virtually everyone.
Skill Checks
When an NPC recognizes you and has a positive opinion of your reputation, you get a bonus on Deception and Persuasion checks equal to half your reputation bonus, rounded down. When an NPC recognizes you and has a negative opinion of your reputation, you get a penalty on Deception and Persuasion checks equal to half your reputation bonus, rounded down, but gain a bonus of the same amount to your Intimidation checks, since the subject is more likely to believe the worst about you.
The bonus or penalty only applies when you are interacting outside of combat with an NPC who recognizes you and is therefore aware of your reputation. Those unaware of your reputation are unaffected by it either way. NPC Reputations Players decide how their characters act. Sometimes, however, it’s appropriate for the GM to call for a skill check using an interaction skill affected by reputation. For example, an NPC might use Deception to lie to the heroes, who, in turn, use Insight to detect the lie. If an NPC tries to intimidate a hero, the GM can use the NPC’s Intimidation check result to determine which heroes see the NPC as intimidating and which don’t. Similarly, a Persuasion check can tell the GM which characters find an NPC persuasive and which don’t. Players may also want to know if their heroes recognize a particular NPC. Reputation checks can be useful in these situations. The GM should make a reputation check to see if player characters recognize an NPC in secret. This prevents the players from using the results of reputation checks as a means of measuring the importance of every NPC they encounter.Modify the results of the NPC’s interaction skill checks by their reputation bonuses when they interact with characters who recognize them.
Determining Reputation
Determining a character’s reputation is based on two factors: power level and points invested in the Benefit (Renown) advantage.
As a default, all characters have a reputation bonus equal to their power level. For heroes this is the power level of the series. For NPCs, it is their power level relative to the series; more powerful characters tend to be better known. So heroes in a PL11 series have a base Reputation of 11 (meaning their reputation comes into play on a roll of 9 or better with a DC 20 reputation check). Each rank in the Benefit (Renown) advantage increases a character’s reputation by +2.
Event-Based Reputation
Reputation also changes based on the things characters do; at least the things other people know about. When a character performs some important action, the Gamemaster can assign a Reputation modifier based on it. This can range from +1 for acts of local fame (saving the city, stopping a major crime wave, etc.) to +4 or more for things like saving (or trying to take over) the world. Keep in mind that the Reputation bonus only measures how well known a character is, not how people feel about the character.
The GM can likewise decrease a character’s Reputation for staying out of the limelight, lying low, and otherwise not attracting attention for a while. People move on and forget about old headlines. Still, a hero or villain with a significant Reputation usually has to be out of circulation for years before most people forget.
RIQUEZA
Mutants & Masterminds, like the comics, doesn’t pay much attention to money. A character’s wealth has little or no impact on the game. It is mainly for background color and whatever advantages the GM sees fit to provide based on the Benefit advantage. However, some may prefer to keep track of character wealth and resources in more detail, in which case the following system may be used. Every character has a Wealth rank which reflects buying power—a composite of income, credit rating, and savings. A character’s Wealth serves as the basis for a Wealth check, used to purchase goods and services.
Wealth Bonus
A character’s base Wealth rank is 8. The Benefit (Wealth) advantage (see the M&M Hero’s Handbook, page 82) increases
Wealth by 4 per rank. Decreases to base Wealth grant power points, similar to decreasing an ability: 1 point for Wealth 4, 2 points for Wealth 0.
Over the course of play, your Wealth rank may decrease as you purchase expensive items.
Wealth Bonus
Wealth Rank Financial Condition
0 Impoverished
1–4 Struggling
5–10 Middle class
11–15 Affluent
16–20 Wealthy
21–30 Rich
31 or higher Filthy rich
A character’s Wealth rank can never fall below 0, and there is no limit to how high Wealth rank can climb. If your Wealth is 0, you don’t have the buying power to purchase any item or service with a purchase DC of 10 or higher, and you can’t make routine Wealth checks (any spending is significant for you).
Making Purchases
Wealth rank reflects buying power. Every item and service has a purchase Difficulty Class based on how expensive and hard to get it is. To purchase something, make a Wealth check against the purchase DC. As a general guideline, equipment purchase DC equals 10 + the equipment’s point cost. The GM sets the Wealth check DC for any particular purchase, using the examples given here as guidelines.
Sample Purchase Difficulties
Item Purchase DC
Flashlight 4
Restaurant meal 4
Common household item 4-5
Casual clothing 8
Cell phone 9
Professional services 10 + skill rank
Weapon 10 + point cost
Expensive clothing 12-15
Tool kit 13
Plane ticket 14
New computer 22
New automobile 28
House 30
Mansion 36
The Wealth Check
A Wealth check is a d20 roll plus your current Wealth rank. Wealth rank is fluid; it increases as you gain Wealth and decreases as you make purchases. If you succeed on the Wealth check, you purchase the item. If you fail, you can’t afford the item at this time.
You can make a routine Wealth check, just like any other routine check (see M&M Hero’s Handbook, page 13). This means you can automatically purchase any item with a DC equal or less than your Wealth +10. If you purchase an item with a purchase DC higher than your current Wealth rank, your rank decreases by 1 point for every 5 points the purchase DC exceeds your current Wealth rank (1 point for 1–5 points higher, 2 points for 6–10 points higher, etc.). Lost Wealth rank returns at a rate of 1 point per month.
You can try again if you fail a Wealth check, but not until your character has spent an additional number of hours shopping equal to the purchase DC of the object or service, looking around for a better deal.
Shopping and Time
Buying less common items generally takes a number of hours equal to the purchase DC of the item, reflecting the time needed to locate the item and close the deal. Getting a license or buying a legally restricted item may also increase the time needed to make purchases.
Financial Aid
You can help someone else purchase an item by making a DC 10 Wealth check, just like a team check. If the attempt is successful, you provide the purchaser with a +2 bonus on their Wealth check, +5 for three or more degrees of success. If you assist a Wealth check for an item with apurchase DC higher than your current Wealth rank, it decreases as normal.
Wealth and Inventing
Gamemasters may wish to add a Wealth check to the inventing process (M&M Hero’s Handbook, page 159). Once the inventor has come up with a design for the device, make a Wealth check to obtain the necessary components (purchase DC = device’s point cost). A failed check means you can’t afford the materials. Spending a hero point to jury-rig the device out of materials at hand allows you to skip the Wealth check.This requirement for inventing explains why so many villains look to steal the components they need!
Money Talks
Wealth can be quite influential. To reflect this, the GM might wish to allow Wealth rank to substitute for an interaction skill bonus like Deception, Persuasion, or even Intimidation in situations where the character’s wealth and influence can be brought to bear, either through bribery, more subtle shows of wealth, or “charitable donations.”
Example: Hieronymus King is fabulously wealthy (Wealth +30). When negotiating with certain balky government officials, Mr. King makes it clear he can compensate them for their trouble. The GM decides to use King’s Wealth rank in place of his Persuasion bonus, allowing him to seal the deal quickly and easily. Alternately, instead of substituting Wealth rank for a skill bonus, you can choose to treat Wealth as providing a circumstance bonus to the relevant skill check, much like a team check.
Knockback
Super-powerful attacks can send opponents flying. A character failing a Damage resistance check by two or more degrees may be knocked back. The distance is based on the rank of the effect and the target’s mass and durability. Take the Damage rank and subtract the target’s Toughness rank. Subtract the target’s Growth rank (if any). In addition, effects such as a Feature defined as extra weight or density should subtract its rank. Add the Strength modifier of a character with Shrinking (so +2 for a character with Shrinking 8, for example).
Knockback = Damage - Toughness - modifiers
The target is knocked back that distance value. A result of –5 or less results in no knockback. –4 or –3 means the character falls prone in roughly the same spot (althougha knockback distance of a few feet may matter if the char-acter is standing on a ledge, for example). So a knockback result of 5 means the character is knocked back 900 feet! (distance value 5).
The character suffers additional damage equal to the knockback result or the Toughness of any obstacle (such as a wall), whichever is greater. The obstacle suffers damage equal to the original attack (which may damage or break it). If the character breaks through the obstacle, he keeps going the remainder of the knockback distance. If the obstacle is another character, treat the result as a slam attack (see M&M Hero’s Handbook, page 198) doing damage equal to the original attack to both parties. The character ends up prone and must get back up normally. You can choose to inflict less than your attack’s maximum knockback (just like you can choose to do less than your attack’s maximum damage).
ACCIONES EN COMBATE
AID STANDARD ACTION
If you are in position to attack an opponent, you can attempt to aid an ally engaged in melee with that opponent as a standard action. This is like a team check (see Team Checks in The Basics chapter): You make an attack check against DC 10. If you succeed, you don’t actually hit or affect the opponent, but success grants your ally gains a +2 circumstance bonus on an attack check against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) until the end of your ally’s next turn. Three or more degrees of success grant a +5 bonus.
AIM STANDARD ACTION
By taking a standard action to aim and line up an attack, you get a bonus to hit when you make the attack. If you’re making a close attack, or a ranged attack at close range, you get a +5 circumstance bonus on your attack check. If you’re making a ranged attack from a greater distance, you get a +2 circumstance bonus. However, you are vulnerable while aiming and it requires a free action to maintain your aim before you make your attack. If you are unable to maintain it, you lose its benefit. Once you aim, your next action must be to make the attack. Taking a different action spoils your aim and you lose the bonus.
ATTACK STANDARD ACTION
With a standard action, you can make an attack check against any opponent within the attack’s range. If the attack is an area effect or perception range, no attack check is needed. It affects the area or target automatically.
CHARGE STANDARD ACTION
You rush forward to attack. You move your speed rank in a mode of movement available to you in a relatively straight line towards your target. At the end of your movement, you perform a close attack against your opponent with a –2 circumstance penalty to the attack check. You can combine a charge action with a move action, allowing you to move up to twice your speed (your speed rank as a move action, then your speed rank again when you charge).
COMMAND MOVE ACTION
Issuing a command to a character under your control—a minion or a thrall—requires a move action. If you want to issue different commands to different characters or groups, each one requires a move action (so you can issue two commands per round as two move actions).
CRAWL MOVE ACTION
While prone, you can only move by crawling. You crawl at your normal ground speed –1 rank (or half your normal speed). Characters with the Slither effect of Movement crawl at their normal ground speed. See Movement in the Powers chapter for details.
DEFEND STANDARD ACTION
Rather than attacking, you focus on defense. Make an opposed check of your appropriate active defense versus any attack made on you until the start of your next turn. Add 10 to any roll of 10 or less that you make on these checks, just as if you spent a hero point (thus ensuring a minimum roll of 11). The attacker must equal or exceed your opposed check result in order to hit you.
DELAY NO ACTION
When you delay, you choose to take your turn later in the initiative order. You must delay your entire turn. You cannot delay if you have already taken an action on your turn, or if you are unable to take actions. At any point after any other character in the conflict has acted, you can choose to take your turn. Your initiative moves into the new place in the order where you act, and you take your normal allocation of actions. If you do not act before your initiative comes up in the next round, your turn ends, you lose your delayed turn, and your initiative remains where it is. Beneficial effects lasting until the end of your turn end when you choose to delay, but harmful effects that last until the end of your turn last until after you act. Likewise, you do not make resistance checks until after you have taken your turn, so delaying can draw out some effects.
DISARM STANDARD ACTION
You attempt to knock an item—such as a weapon or device—out of an opponent’s grasp. Make an attack check against the defender with a –2 penalty. If you attempt to disarm with a ranged attack, you are at –5 penalty. If your attack succeeds, make an opposed check of your attack’s damage against the defender’s Strength. If you win, the defender dropped the held object. If you made the disarm unarmed, you can grab the dropped object as a free action. If you make a disarm attempt with a melee weapon and lose the opposed check, the defender may immediately make an attempt to disarm you as a reaction; make another opposed damage vs. Strength check. If this disarm attempt fails, you do not, however, get an additional attempt to disarm the defender.
DROP AN ITEM FREE ACTION
Dropping a held item is a free action (although dropping or throwing an item with the intention of hitting something with it is a standard attack action).
DROP PRONE FREE ACTION
Dropping to a prone position is a free action, although getting up requires a move action (see Stand).
ESCAPE MOVE ACTION
You attempt to escape from a successful grab (see Grab). Make a check of your Athletics or Acrobatics against the routine check result of your opponent’s Strength or grab effect rank. If you succeed, you end the grab and can move away from your opponent, up to your normal ground speed minus one rank, if you choose. If you fail, you are still grabbed.
GRAB STANDARD ACTION
You attempt to grab a target. Make an attack check against the target. If successful, the target makes a resistance check against your Strength (or the rank of a grabbing effect) using the better of Strength or Dodge. If you win with one degree of success, the target is restrained (immobile and vulnerable). Two or more degrees leave your opponent bound (defenseless, immobile, and impaired). You can attempt to improve an existing hold with another grab action on a following turn. Any resulting degrees of success are cumulative, but if you lose, the target escapes. You are hindered and vulnerable while grabbing and holding an opponent. You can maintain a successful grab as a free action each turn, but cannot perform other actions requiring the use of your grabbing limb(s) while doing so. Since maintaining a grab is a free action, you can take a standard action to inflict your Strength damage to a grabbed target on subsequent turns after the grab is established. You can drag a restrained or bound target along with you when you move. The target gets a Strength resistance check against your Strength. If it fails, you move and the target moves along with you. If the target resists, you are immobilized that turn unless you release your hold on the target.
You can end a grab (releasing your target) as a free action. If you are unable to take the free action maintain the hold, the target is automatically released. A target can attempt to escape from a grab as a move action (see Escape).
MOVE MOVE ACTION
You can move up to your normal speed rank in any movement mode available to you as a move action. Normally this is rank 0 ground speed for most people (up to 30 feet). If you choose to move twice on your turn (taking two move actions) then you move your speed rank each time. You can make a DC 15 Athletics check as a free action to run faster: one or more degree of success increases your ground speed rank by +1 for one round.
READY STANDARD ACTION
Readying lets you prepare to take an action later, after you would normally act on your initiative, but before your initiative on your next turn. Readying is a standard action, so you can move as well. You can ready a single standard, move, or free action. To do so, specify the action you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action as a reaction to those circumstances. Your place in the initiative order then becomes the point where you took your readied action.
If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action, you just lose your previous turn. You can ready the same action again on your next turn, if you wish, continuing to wait for the right circumstances.
RECOVER STANDARD ACTION
You take your entire turn to try and catch your breath and bounce back a bit. When you recover, you can remove your highest level of damage or fatigue. Alternately, rather than removing a level of damage or fatigue, you can choose to make a resistance check against an ongoing effect, in addition to the normal resistance check at the end of your turn.
You can only recover once per conflict. Once you have done so, you must recover from any remaining damage, fatigue, or effects normally (or with outside assistance). When you recover, you gain +2 to your active defenses until the start of your next turn.
SMASH STANDARD ACTION
You attempt to damage or break an object held or worn by an opponent. Make an attack check against the defense of the character with the object, with a –5 circumstance penalty if you are attacking a held object. If your attack check succeeds, you inflict damage on the object rather than the character. See Damaging Objects for details on breaking things.
STAND MOVE ACTION
You stand up from a prone position. You can go from prone to standing as a free action by making a DC 20 Acrobatics check. Characters with the Instant Up advantage can stand as a free action without a skill check.
TRIP STANDARD ACTION
You try to trip or throw your opponent to the ground. Make a close attack check against your opponent’s Parry with a –2 circumstance penalty on the check. If the attack succeeds, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics. Use whichever has the better bonus in each case.
If you win, the defender is prone in an area adjacent to you of your choice. If you lose, the defender immediately gets another opposed check to try and trip you. If it fails, the trip attempt ends.
MANEUVERS
A maneuver is a different way of performing a particular action. For example, a defensive attack is an attack action that improves your defenses at the cost of accuracy. Maneuvers are optional, you choose which, if any, apply to your action(s) when you declare them. The GM decides if a particular maneuver is appropriate or prohibited by circumstances.
ACCURATE ATTACK
When you make an attack, you can take a penalty of up to –2 on the effect modifier of the attack and add the same number (up to +2) to your attack bonus. Your effect modifier cannot be reduced below +0 and your attack bonus cannot more than double in this way. The changes are declared before you make the attack check and last until the start of your next turn.
ALL-OUT ATTACK
When you make an attack you can take a penalty of up to –2 on your active defenses (Dodge and Parry) and add the same number (up to +2) to your attack bonus. Your defense bonuses cannot be reduced below +0 and your attack bonus cannot more than double. The changes to attack and defense bonus are declared before you make the attack check and last until the start of your next turn.
DEFENSIVE ATTACK
When you make an attack you can take a penalty of up to –2 on your attack bonus and add the same number (up to +2) to your active defenses (Dodge and Parry). Your attack bonus cannot be reduced below +0 and your defense bonuses cannot more than double. The changes to attack and defense bonus last until the start of your next turn. This maneuver does not apply to effects requiring no attack check or allowing no resistance check.
DEMORALIZE
You can use Intimidation in combat as a standard action to undermine an opponent’s confidence. Make an Intimidation check as a standard action opposed by the better of your target’s Insight or Will defense. If your Intimidation check succeeds, your target is impaired (a –2 circumstance penalty on checks) until the end of your next round. With four or more degrees of success, the target is disabled (a –5 penalty) until the end of your next round.
FEINT
You can use Deception as a standard action to mislead an opponent in combat. Make a Deception check as a standard action opposed by the better of your target’s Deception or Insight. If your Deception check succeeds, the target is vulnerable against your next attack, until the end of your next round (see Vulnerable in the Conditions section of The Basics chapter).
FINISHING ATTACK
When you attack a defenseless target at close range, you can choose to make the attack as a routine check (see Routine Checks in The Basics chapter). This generally means your attack hits automatically, since the target has no defense bonus, and the routine check overcomes the normal difficulty.
If you choose to make your attack check normally (against DC 10), then a successful hit is treated as a critical hit, with a +5 circumstance bonus to the attack’s resistance DC. Additionally, if you hit with a damaging attack with intent to kill, and the target’s resistance check has three or more degrees of failure, the target dies immediately.
POWER ATTACK
When you make an attack you can take a penalty of up to –2 on your attack bonus and add the same number (up to +2) to the effect bonus of your attack. Your attack bonus cannot be reduced below +0 and the effect bonus cannot more than double. The changes to attack and effect are decided before you make your attack check and last until the start of your next turn. This maneuver does not apply to effects requiring no attack check or allowing no resistance check.
SLAM ATTACK
When you charge, you can charge right into your target, using your momentum to strengthen your attack, but potentially receiving some damage from the impact yourself. The damage rank for your attack equals your movement speed rank, or your normal damage rank, with a +1 circumstance bonus, whichever is higher. If you move your full speed before you charge, increase your damage by either means by an additional +1 circumstance bonus. The Gamemaster may limit your base slam attack damage (before applying circumstance modifiers) by the series power level.
Bonuses to Toughness protect against slam attack damage normally. Immunity to slam damage you inflict is a rank 2 Immunity effect, while Immunity to all slam damage is rank 5 (see Immunity in the Powers chapter).
SURPRISE ATTACK
On occasions when your attack catches a target by surprise, the target is vulnerable to your attacks. Surprise attacks occur during the surprise round of a conflict (see Surprise earlier in this chapter) and may also occur as a result of stealth or concealment, allowing you to sneak up on a target. The GM can also grant you a surprise attack for an unusual maneuver that catches the target off-guard, such as an Indirect attack (see the Indirect modifier for more).
TEAM ATTACK
Multiple attackers can attempt to combine their attacks in order to overwhelm an opponent’s resistance. The attacks to be combined must have the same effect and resistance and be within 5 ranks of each other. So attacks all doing Damage against Toughness can combine, but not with a Mental Blast, for example, which is a Damage effect, but resisted by Will rather than Toughness. The attackers must all delay to the same point in the initiative order (that of the slowest attacker). Each attacker makes an attack check against the target’s defense. Effects not requiring an attack check may be used in a team attack; count the effect as having one degree of success, if it is not the main attack. Take the largest effect rank of the attacks that hit and count the combined degrees of success for the other attacks: one degree provides a +2 circumstance bonus to the rank of the main attack, three or more provides a +5 circumstance bonus. Unlike a normal team check, degrees of failure do not reduce success; those attacks simply miss and have no effect.